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In addition to individual risk factors, recent findings surrounding the effects of violent video game play have provided compelling evidence that the contextual features of games also contribute to increased outcome aggression. The current study focuses on the relationship between violent video game play and the use of gun controllers on both social norms related to aggression and real-life behavioral aggression. As predicted, both violent video game play and gun controller use were positively related to behavioral aggression. The implications of these findings are discussed along with their influence on future research in this area.  相似文献   

3.
Parental control of children's television viewing has been studied for the last 4 decades. Cultural analysts have advocated studying media use as part of a broader family system. Framing media use as a process of domestic consumption raises interesting questions about media institutions' influence on parental mediation of viewing content. This study analyzes 2 structures present in video stores. I conclude that stores introduce structural constraints on parent-child discussion of content. Although many parents readily adopt these constraints in their video use, social class is a strong influence over their access to and negotiation of these control structures. The conclusion discusses the prospects for effective parent-child engagement over media content, given this set of institutional constraints.  相似文献   

4.
Recent research shows parents manifest parental third-person perceptions on behalf of their children; that is, they believe their children are less affected by media sex and violence than other children. This study (N = 171) found parental third-person perceptions for materialism effects of television and parental first-person perceptions for advanced educational effects of public television. Perceptions of materialism effects on one's own and other children predicted parental mediation, whereas perceptions of education effects predicted support for regulations requiring more educational television.  相似文献   

5.
Compared to parental mediation research, much less is known about how children influence and guide their parents’ media use. This study examined whether children also mediate the television use of their parents. Measures of an existing television mediation scale were reversed to the perspective of the child guiding the parent’s television use. A sample of 187 parent-child dyads completed a cross-sectional survey in Flanders (Belgium). Factor analyses showed that the original subscales were reproduced with high internal validity. Both parents and children had congruent views about children’s television mediation; television mediation and children's restrictive mediation was positively associated with conflict in the family.  相似文献   

6.
An online survey of 457 parents identifies factors associated with parents' intentions to allow their children to watch 18 common television scenes. Results of an exploratory factor analysis indicated that, with some exceptions, parents identified the scenes as 3 distinct factors representing violence, nudity and sexuality-related, and family-oriented content. Further, results from hierarchical multiple regression analyses indicated that mediation style explained a greater portion of the variance in parents' likelihood to let their children watch this content than either family communication patterns (FCP) or relevant demographic characteristics.  相似文献   

7.
This article models media manipulation in which a sender or senders manipulate information through the media to influence receivers. This article shows that if there is only 1 sender who has a conditional preference for maintaining its credibility in reporting accurate information and if the receivers face a coordination situation without information about their opponents' types, the sender could influence the receivers to make decisions according to the sender's primary preference by manipulating the information through the media, which makes the report common knowledge. This is true even when the sender and the receivers have contradictory primary preferences. This result extends to the cases in which the sender has imperfect information or in which the sender's primary preference is to maintain its credibility. In the case of multiple senders, however, when there is enough competition among the senders or when simultaneous reporting takes place, the receivers could play their favored outcome against senders' preferences, which sheds light on a solution to the media manipulation problem.  相似文献   

8.
This study compares the radio industry's use of interactivity to that of other traditional media on the Web such as newspapers and television stations, along the dimensions of audience-oriented interactivity and source-oriented interactivity. A content analysis of 112 traditional radio station Web sites, 282 traditional newspaper Web sites, and 128 traditional television station Web sites found that traditional radio station Web sites provided more audience-oriented interactivity compared to other traditional media Web sites, and traditional newspaper Web sites offered the most source-oriented interactivity. A general conclusion of this study is that although traditional radio stations were more likely to transmit live and archived sound than other media, all traditional media Web sites have held back from developing interactivity beyond e-mail, and have limited the transmission of streaming media, as well as archived audio and video content.  相似文献   

9.
This study investigated social television viewing by introducing the social engagement construct. Three categories of factors, television program related perceptions, social media characteristics, and audience attributes, were proposed to predict the social engagement experience. This investigation tested 10 audience motives for using social media to engage with television content. It was found that social engagement is a complex process driven by multiple factors, particularly, program-related variables such as affinity, involvement, and genre preferences, as well as individuals' innovativeness trait.  相似文献   

10.
In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   

11.
This article discusses how racial, ethnic, and sexual stereotypes find their way into electronic media, both television and games. This article is presented here to help librarians understand the ethnic, racial, and sexual biases that are built into electronic communication and the importance of thoughtful media literacy analysis in watching over the electronic media that come into their collections and programs.  相似文献   

12.
This study tests the relative importance of different factors of television narratives in how they influence people's judgments of how violent those narratives are. After watching 1 of 3 videotapes of a violent narrative, 99 college students answered a series of questions about their interpretations of the violence. It was found that participants' judgments about the degree of violence in the narratives were more strongly associated with their perceptions of the graphicness of the violent acts and the harm to the victims than with other factors such as the number of violent acts or the seriousness of those acts. Thus, people's judgments of the degree of violence in television programs differs from researchers' conceptualization. Implications of these differences are discussed.  相似文献   

13.
Nostalgia is increasingly and successfully used as a means to attract media recipients. But what are the effects of different types of nostalgic responses through movies, songs, and video games, and how and why should they be measured? To clarify this, the personal and historical nostalgia scales questions were validated in a media context by conducting exploratory factor analysis, confirmatory factor analysis, and both regression and correlation analyses (studies 1 and 2). Thus, media researchers can now measure personal and historical nostalgia as a response to and across three different entertainment media: films, music, and video games. The author finds positive effects of personal nostalgia on entertainment media buying and word-of-mouth intentions, contrary to historical nostalgia.  相似文献   

14.
This research examined various predictors of flow in video games. Study 1 examined the effects of performance on flow across two game genres (shooting and medical simulation games) and demonstrated that successful performance results in greater flow. Study 2 demonstrated an interaction effect of skill and challenge on flow across three genres (racing, violent, and prosocial games). Highly skilled players experience greater flow when encountering higher challenge whereas players with moderate and low levels of skill experience less flow when encountering higher challenge. Study 3 tested the moderating role of users' playfulness in an exergame and a music game.  相似文献   

15.
Although the media effects literature was precocious in its development, appearing almost as soon as the object of its study, researchers have focused on a relatively narrow array of effects. Examples include the effects of violent, pornographic, and sexual content in the media and minority stereotyping. This review demonstrates the need for researchers to construct stronger theories and conduct more programmatic research on another important, yet often ignored, media effect–the effect of ideal televised images on females' perceptions of, and satisfaction with, their own bodies. To accomplish its purposes, the paper begins with a review of the body image literature, including a discussion of current televised representations of female bodies and their effects on body satisfaction. Next, the paper argues that researchers should refer to two prominent media effects theories (cultivation theory and social cognitive theory) to better understand the process by which television influences body image. This latter review leads to ethical considerations and conclusions regarding probable effects of television on women's body satisfaction.  相似文献   

16.
The scholarly attention paid to the ways in which television viewers perceive sports action as violent, how perceptions may differ across games, and how perceptions might impact enjoyment is limited. The current project extends the literature by investigating perceived violence and enjoyment across different intercollegiate (American) football contests between two heated rivals. A total of 568 individuals viewed one of four televised contests featuring the same hometown team: two against heated rivals, two against nonrivals. Results reveal that viewers clearly perceived rivalry games to be more violent than nonrivalry games. Moreover, games won by the hometeam were seen as more violent than those lost. Also, those perceiving high levels of violence reported greater enjoyment than those who perceived low levels of violence in all games. Finally, hierarchical regression analyses revealed that perceived violence contributes differently to the enjoyment of games won than to games lost. Possible explanations for and implication of the findings are offered.  相似文献   

17.
The 2012 London Olympics was the most-watched TV event in U.S. history and represented a vast expansion to online and mobile environments. This study examined audience's multiplatform media uses during the 2012 London Games. Results indicate that significant positive relationships existed between and among Olympics viewing on television, on the web, and via mobile. Motivations, preferences, audience availability, and media use routine significantly predicted Olympics viewing on various platforms. Findings highlight the interplay between active choice, habit, and structure in determining viewing of big sporting events through both traditional and newer media.  相似文献   

18.
Communication privacy management theory maintains permeability rules manifest as communication strategies used during conversation. Although postdivorce families tend to privilege openness, this conclusion is based on recalled reports and single discussions about negatively valenced topics. To determine whether ambiguity functions as a manifestation of permeability rules and its effects on relational satisfaction and psychological well-being, 39 parent-emerging adult child dyads discussed one negatively valenced and one positively valenced postdivorce topic. Results indicated parents were ambiguous while discussing negatively and positively valenced topics, and children were perceptive of parents' ambiguity during the conversations. No differences were found between parents' use and children's perceptions of parents' ambiguity. Further, children's relational satisfaction and psychological well-being were affected by ambiguity in both discussions.  相似文献   

19.
The 2008 Beijing Olympics was the most watched television event in U.S. television history, and represented a broad expansion and emphasis on online sports content. This study examined audience's multiplatform experience with the 2008 Beijing Games, particularly the interactions between and among gender groups, viewing the Olympics, and use of new media. Results indicate that although men and women were significantly different in sports viewing and media use in general, they shared similarities in seeking Olympic content on various media platforms.  相似文献   

20.
The media paradigm by which we understand war is increasingly the video game. These changes are not only reflected in the real-time television war, but also an increased collusion between military and commercial uses of video games. The essay charts the border-crossing of video games between military and civilian spheres alongside attendant discourses of war. Of particular interest are the ways that war has been coded as an object of consumer play and how official productions aimed at training and recruitment have cast video games as players themselves in the War on Terror. The essay argues that this crossover has initialized a “third sphere” of militarized civic space where the citizen is supplanted by the figure of the virtual citizen-soldier.  相似文献   

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